#define USE_FIX_KILLED_BY_NON_WALKABLE (USE_NEW_STUFF * 1)
#define USE_FIX_IMPACT_COLLISION (USE_NEW_STUFF * 1)
+#define USE_FIX_CE_ACTION_WITH_PLAYER (USE_NEW_STUFF * 1)
+#define USE_FIX_NO_ACTION_AFTER_CHANGE (USE_NEW_STUFF * 1)
+
+#define USE_PLAYER_REANIMATION (USE_NEW_STUFF * 1)
#define USE_GFX_RESET_WHEN_NOT_MOVING (USE_NEW_STUFF * 1)
-#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 1)
+#define USE_NEW_PLAYER_ASSIGNMENTS (USE_NEW_STUFF * 1)
+
+#define USE_DELAYED_GFX_REDRAW (USE_NEW_STUFF * 0)
#if USE_DELAYED_GFX_REDRAW
#define TEST_DrawLevelField(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE
-#define TEST_DrawLevelFieldCrumbledSand(x, y) \
+#define TEST_DrawLevelFieldCrumbled(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
-#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
#define TEST_DrawTwinkleOnField(x, y) \
GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
#else
#define TEST_DrawLevelField(x, y) \
DrawLevelField(x, y)
-#define TEST_DrawLevelFieldCrumbledSand(x, y) \
- DrawLevelFieldCrumbledSand(x, y)
-#define TEST_DrawLevelFieldCrumbledSandNeighbours(x, y) \
- DrawLevelFieldCrumbledSandNeighbours(x, y)
+#define TEST_DrawLevelFieldCrumbled(x, y) \
+ DrawLevelFieldCrumbled(x, y)
+#define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
+ DrawLevelFieldCrumbledNeighbours(x, y)
#define TEST_DrawTwinkleOnField(x, y) \
DrawTwinkleOnField(x, y)
#endif
#define GAME_PANEL_TIME_HH 32
#define GAME_PANEL_TIME_MM 33
#define GAME_PANEL_TIME_SS 34
-#define GAME_PANEL_SHIELD_NORMAL 35
-#define GAME_PANEL_SHIELD_NORMAL_TIME 36
-#define GAME_PANEL_SHIELD_DEADLY 37
-#define GAME_PANEL_SHIELD_DEADLY_TIME 38
-#define GAME_PANEL_EXIT 39
-#define GAME_PANEL_EMC_MAGIC_BALL 40
-#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 41
-#define GAME_PANEL_LIGHT_SWITCH 42
-#define GAME_PANEL_LIGHT_SWITCH_TIME 43
-#define GAME_PANEL_TIMEGATE_SWITCH 44
-#define GAME_PANEL_TIMEGATE_SWITCH_TIME 45
-#define GAME_PANEL_SWITCHGATE_SWITCH 46
-#define GAME_PANEL_EMC_LENSES 47
-#define GAME_PANEL_EMC_LENSES_TIME 48
-#define GAME_PANEL_EMC_MAGNIFIER 49
-#define GAME_PANEL_EMC_MAGNIFIER_TIME 50
-#define GAME_PANEL_BALLOON_SWITCH 51
-#define GAME_PANEL_DYNABOMB_NUMBER 52
-#define GAME_PANEL_DYNABOMB_SIZE 53
-#define GAME_PANEL_DYNABOMB_POWER 54
-#define GAME_PANEL_PENGUINS 55
-#define GAME_PANEL_SOKOBAN_OBJECTS 56
-#define GAME_PANEL_SOKOBAN_FIELDS 57
-#define GAME_PANEL_ROBOT_WHEEL 58
-#define GAME_PANEL_CONVEYOR_BELT_1 59
-#define GAME_PANEL_CONVEYOR_BELT_2 60
-#define GAME_PANEL_CONVEYOR_BELT_3 61
-#define GAME_PANEL_CONVEYOR_BELT_4 62
-#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 63
-#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 64
-#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 65
-#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 66
-#define GAME_PANEL_MAGIC_WALL 67
-#define GAME_PANEL_MAGIC_WALL_TIME 68
-#define GAME_PANEL_GRAVITY_STATE 69
-#define GAME_PANEL_GRAPHIC_1 70
-#define GAME_PANEL_GRAPHIC_2 71
-#define GAME_PANEL_GRAPHIC_3 72
-#define GAME_PANEL_GRAPHIC_4 73
-#define GAME_PANEL_GRAPHIC_5 74
-#define GAME_PANEL_GRAPHIC_6 75
-#define GAME_PANEL_GRAPHIC_7 76
-#define GAME_PANEL_GRAPHIC_8 77
-#define GAME_PANEL_ELEMENT_1 78
-#define GAME_PANEL_ELEMENT_2 79
-#define GAME_PANEL_ELEMENT_3 80
-#define GAME_PANEL_ELEMENT_4 81
-#define GAME_PANEL_ELEMENT_5 82
-#define GAME_PANEL_ELEMENT_6 83
-#define GAME_PANEL_ELEMENT_7 84
-#define GAME_PANEL_ELEMENT_8 85
-#define GAME_PANEL_ELEMENT_COUNT_1 86
-#define GAME_PANEL_ELEMENT_COUNT_2 87
-#define GAME_PANEL_ELEMENT_COUNT_3 88
-#define GAME_PANEL_ELEMENT_COUNT_4 89
-#define GAME_PANEL_ELEMENT_COUNT_5 90
-#define GAME_PANEL_ELEMENT_COUNT_6 91
-#define GAME_PANEL_ELEMENT_COUNT_7 92
-#define GAME_PANEL_ELEMENT_COUNT_8 93
-#define GAME_PANEL_CE_SCORE_1 94
-#define GAME_PANEL_CE_SCORE_2 95
-#define GAME_PANEL_CE_SCORE_3 96
-#define GAME_PANEL_CE_SCORE_4 97
-#define GAME_PANEL_CE_SCORE_5 98
-#define GAME_PANEL_CE_SCORE_6 99
-#define GAME_PANEL_CE_SCORE_7 100
-#define GAME_PANEL_CE_SCORE_8 101
-#define GAME_PANEL_CE_SCORE_1_ELEMENT 102
-#define GAME_PANEL_CE_SCORE_2_ELEMENT 103
-#define GAME_PANEL_CE_SCORE_3_ELEMENT 104
-#define GAME_PANEL_CE_SCORE_4_ELEMENT 105
-#define GAME_PANEL_CE_SCORE_5_ELEMENT 106
-#define GAME_PANEL_CE_SCORE_6_ELEMENT 107
-#define GAME_PANEL_CE_SCORE_7_ELEMENT 108
-#define GAME_PANEL_CE_SCORE_8_ELEMENT 109
-#define GAME_PANEL_PLAYER_NAME 110
-#define GAME_PANEL_LEVEL_NAME 111
-#define GAME_PANEL_LEVEL_AUTHOR 112
-
-#define NUM_GAME_PANEL_CONTROLS 113
+#define GAME_PANEL_FRAME 35
+#define GAME_PANEL_SHIELD_NORMAL 36
+#define GAME_PANEL_SHIELD_NORMAL_TIME 37
+#define GAME_PANEL_SHIELD_DEADLY 38
+#define GAME_PANEL_SHIELD_DEADLY_TIME 39
+#define GAME_PANEL_EXIT 40
+#define GAME_PANEL_EMC_MAGIC_BALL 41
+#define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 42
+#define GAME_PANEL_LIGHT_SWITCH 43
+#define GAME_PANEL_LIGHT_SWITCH_TIME 44
+#define GAME_PANEL_TIMEGATE_SWITCH 45
+#define GAME_PANEL_TIMEGATE_SWITCH_TIME 46
+#define GAME_PANEL_SWITCHGATE_SWITCH 47
+#define GAME_PANEL_EMC_LENSES 48
+#define GAME_PANEL_EMC_LENSES_TIME 49
+#define GAME_PANEL_EMC_MAGNIFIER 50
+#define GAME_PANEL_EMC_MAGNIFIER_TIME 51
+#define GAME_PANEL_BALLOON_SWITCH 52
+#define GAME_PANEL_DYNABOMB_NUMBER 53
+#define GAME_PANEL_DYNABOMB_SIZE 54
+#define GAME_PANEL_DYNABOMB_POWER 55
+#define GAME_PANEL_PENGUINS 56
+#define GAME_PANEL_SOKOBAN_OBJECTS 57
+#define GAME_PANEL_SOKOBAN_FIELDS 58
+#define GAME_PANEL_ROBOT_WHEEL 59
+#define GAME_PANEL_CONVEYOR_BELT_1 60
+#define GAME_PANEL_CONVEYOR_BELT_2 61
+#define GAME_PANEL_CONVEYOR_BELT_3 62
+#define GAME_PANEL_CONVEYOR_BELT_4 63
+#define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 64
+#define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 65
+#define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 66
+#define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 67
+#define GAME_PANEL_MAGIC_WALL 68
+#define GAME_PANEL_MAGIC_WALL_TIME 69
+#define GAME_PANEL_GRAVITY_STATE 70
+#define GAME_PANEL_GRAPHIC_1 71
+#define GAME_PANEL_GRAPHIC_2 72
+#define GAME_PANEL_GRAPHIC_3 73
+#define GAME_PANEL_GRAPHIC_4 74
+#define GAME_PANEL_GRAPHIC_5 75
+#define GAME_PANEL_GRAPHIC_6 76
+#define GAME_PANEL_GRAPHIC_7 77
+#define GAME_PANEL_GRAPHIC_8 78
+#define GAME_PANEL_ELEMENT_1 79
+#define GAME_PANEL_ELEMENT_2 80
+#define GAME_PANEL_ELEMENT_3 81
+#define GAME_PANEL_ELEMENT_4 82
+#define GAME_PANEL_ELEMENT_5 83
+#define GAME_PANEL_ELEMENT_6 84
+#define GAME_PANEL_ELEMENT_7 85
+#define GAME_PANEL_ELEMENT_8 86
+#define GAME_PANEL_ELEMENT_COUNT_1 87
+#define GAME_PANEL_ELEMENT_COUNT_2 88
+#define GAME_PANEL_ELEMENT_COUNT_3 89
+#define GAME_PANEL_ELEMENT_COUNT_4 90
+#define GAME_PANEL_ELEMENT_COUNT_5 91
+#define GAME_PANEL_ELEMENT_COUNT_6 92
+#define GAME_PANEL_ELEMENT_COUNT_7 93
+#define GAME_PANEL_ELEMENT_COUNT_8 94
+#define GAME_PANEL_CE_SCORE_1 95
+#define GAME_PANEL_CE_SCORE_2 96
+#define GAME_PANEL_CE_SCORE_3 97
+#define GAME_PANEL_CE_SCORE_4 98
+#define GAME_PANEL_CE_SCORE_5 99
+#define GAME_PANEL_CE_SCORE_6 100
+#define GAME_PANEL_CE_SCORE_7 101
+#define GAME_PANEL_CE_SCORE_8 102
+#define GAME_PANEL_CE_SCORE_1_ELEMENT 103
+#define GAME_PANEL_CE_SCORE_2_ELEMENT 104
+#define GAME_PANEL_CE_SCORE_3_ELEMENT 105
+#define GAME_PANEL_CE_SCORE_4_ELEMENT 106
+#define GAME_PANEL_CE_SCORE_5_ELEMENT 107
+#define GAME_PANEL_CE_SCORE_6_ELEMENT 108
+#define GAME_PANEL_CE_SCORE_7_ELEMENT 109
+#define GAME_PANEL_CE_SCORE_8_ELEMENT 110
+#define GAME_PANEL_PLAYER_NAME 111
+#define GAME_PANEL_LEVEL_NAME 112
+#define GAME_PANEL_LEVEL_AUTHOR 113
+
+#define NUM_GAME_PANEL_CONTROLS 114
struct GamePanelOrderInfo
{
&game.panel.time_ss,
TYPE_INTEGER,
},
+ {
+ GAME_PANEL_FRAME,
+ &game.panel.frame,
+ TYPE_INTEGER,
+ },
{
GAME_PANEL_SHIELD_NORMAL,
&game.panel.shield_normal,
void TestIfFriendTouchesBadThing(int, int);
void TestIfBadThingTouchesFriend(int, int);
void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
void KillPlayer(struct PlayerInfo *);
void BuryPlayer(struct PlayerInfo *);
static boolean recursion_loop_detected;
static boolean recursion_loop_element;
+static int map_player_action[MAX_PLAYERS];
+
/* ------------------------------------------------------------------------- */
/* definition of elements that automatically change to other elements after */
}
else
{
+ stored_player[0].initial_element = element;
stored_player[0].use_murphy = TRUE;
if (!level.use_artwork_element[0])
player->jx = player->last_jx = x;
player->jy = player->last_jy = y;
}
+
+#if USE_PLAYER_REANIMATION
+ if (!init_game)
+ {
+ int player_nr = GET_PLAYER_NR(element);
+ struct PlayerInfo *player = &stored_player[player_nr];
+
+ if (player->active && player->killed)
+ player->reanimated = TRUE; /* if player was just killed, reanimate him */
+ }
+#endif
}
static void InitField(int x, int y, boolean init_game)
local_player->LevelSolved_CountingTime :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->time_played :
level.time == 0 ? TimePlayed : TimeLeft);
int score = (local_player->LevelSolved ?
local_player->LevelSolved_CountingScore :
level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->score :
local_player->score);
int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->required :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->infotrons_still_needed :
local_player->gems_still_needed);
int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
level.native_em_level->lev->required > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ level.native_sp_level->game_sp->infotrons_still_needed > 0 :
local_player->gems_still_needed > 0 ||
local_player->sokobanfields_still_needed > 0 ||
local_player->lights_still_needed > 0);
{
for (i = 0; i < MAX_PLAYERS; i++)
{
+ /* only one player in Supaplex game engine */
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+ break;
+
for (k = 0; k < MAX_NUM_KEYS; k++)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
level.native_em_level->ply[i]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
else
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
stored_player[i].inventory_size;
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
level.native_em_level->ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
+ level.native_sp_level->game_sp->red_disk_count;
else
game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
stored_player[player_nr].inventory_size;
game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
+ game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
+
game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
(local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
EL_EMPTY);
if (gpc->type == TYPE_ELEMENT)
{
- int last_anim_random_frame = gfx.anim_random_frame;
- int element = gpc->value;
- int graphic = el2panelimg(element);
-
- if (gpc->value != gpc->last_value)
- {
- gpc->gfx_frame = 0;
- gpc->gfx_random = INIT_GFX_RANDOM();
- }
- else
+ if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
{
- gpc->gfx_frame++;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element = gpc->value;
+ int graphic = el2panelimg(element);
- if (ANIM_MODE(graphic) == ANIM_RANDOM &&
- IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ if (gpc->value != gpc->last_value)
+ {
+ gpc->gfx_frame = 0;
gpc->gfx_random = INIT_GFX_RANDOM();
- }
+ }
+ else
+ {
+ gpc->gfx_frame++;
+
+ if (ANIM_MODE(graphic) == ANIM_RANDOM &&
+ IS_NEXT_FRAME(gpc->gfx_frame, graphic))
+ gpc->gfx_random = INIT_GFX_RANDOM();
+ }
- if (ANIM_MODE(graphic) == ANIM_RANDOM)
- gfx.anim_random_frame = gpc->gfx_random;
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = gpc->gfx_random;
- if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
- gpc->gfx_frame = element_info[element].collect_score;
+ if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
+ gpc->gfx_frame = element_info[element].collect_score;
- gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
- gpc->gfx_frame);
+ gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
+ gpc->gfx_frame);
- if (ANIM_MODE(graphic) == ANIM_RANDOM)
- gfx.anim_random_frame = last_anim_random_frame;
+ if (ANIM_MODE(graphic) == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+ }
}
}
}
for (j = 0; j < ei->num_change_pages; j++)
{
ei->change_page[j].actual_trigger_element = EL_EMPTY;
- ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
- ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_1;
+ ei->change_page[j].actual_trigger_player = EL_EMPTY;
+ ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
ei->change_page[j].actual_trigger_ce_value = 0;
ei->change_page[j].actual_trigger_ce_score = 0;
boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
#if 0
boolean do_fading = (game_status == GAME_MODE_MAIN);
+#endif
+#if 1
+ int initial_move_dir = MV_DOWN;
+#else
+ int initial_move_dir = MV_NONE;
#endif
int i, j, x, y;
game_status = GAME_MODE_PLAYING;
+#if 1
+ /* needed if different viewport properties defined for playing */
+ ChangeViewportPropertiesIfNeeded();
+#endif
+
+#if 1
+ DrawCompleteVideoDisplay();
+#endif
+
InitGameEngine();
InitGameControlValues();
player->present = FALSE;
player->active = FALSE;
+ player->mapped = FALSE;
+
player->killed = FALSE;
+ player->reanimated = FALSE;
player->action = 0;
player->effective_action = 0;
player->dynabombs_left = 0;
player->dynabomb_xl = FALSE;
- player->MovDir = MV_NONE;
+ player->MovDir = initial_move_dir;
player->MovPos = 0;
player->GfxPos = 0;
- player->GfxDir = MV_NONE;
+ player->GfxDir = initial_move_dir;
player->GfxAction = ACTION_DEFAULT;
player->Frame = 0;
player->StepFrame = 0;
- player->use_murphy = FALSE;
+ player->initial_element = player->element_nr;
player->artwork_element =
(level.use_artwork_element[i] ? level.artwork_element[i] :
player->element_nr);
+ player->use_murphy = FALSE;
player->block_last_field = FALSE; /* initialized in InitPlayerField() */
player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
player->step_counter = 0;
- player->last_move_dir = MV_NONE;
+ player->last_move_dir = initial_move_dir;
player->is_active = FALSE;
player->anim_delay_counter = 0;
player->post_delay_counter = 0;
- player->dir_waiting = MV_NONE;
+ player->dir_waiting = initial_move_dir;
player->action_waiting = ACTION_DEFAULT;
player->last_action_waiting = ACTION_DEFAULT;
player->special_action_bored = ACTION_DEFAULT;
player->inventory_infinite_element = EL_UNDEFINED;
player->inventory_size = 0;
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+ int k;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] = element;
+ }
+ }
+
DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
SnapField(player, 0, 0);
player->LevelSolved_SaveScore = FALSE;
player->LevelSolved_CountingTime = 0;
player->LevelSolved_CountingScore = 0;
+
+ map_player_action[i] = i;
}
network_player_action_received = FALSE;
if (game.belt_dir[i] == MV_NONE)
game.belt_dir_nr[i] = 3; /* not moving, next moving left */
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+ /* choose default local player */
+ local_player = &stored_player[0];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].connected = FALSE;
+
+ local_player->connected = TRUE;
+ /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
+
+ if (tape.playing)
+ {
+ /* try to guess locally connected team mode players (needed for correct
+ assignment of player figures from level to locally playing players) */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (tape.player_participates[i])
+ stored_player[i].connected = TRUE;
+ }
+ else if (setup.team_mode && !options.network)
+ {
+ /* try to guess locally connected team mode players (needed for correct
+ assignment of player figures from level to locally playing players) */
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (setup.input[i].use_joystick ||
+ setup.input[i].key.left != KSYM_UNDEFINED)
+ stored_player[i].connected = TRUE;
+ }
+
+#if 0
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf("::: player %d: %s\n", i,
+ (stored_player[i].connected ? "connected" : "not connected"));
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ printf("::: player %d: %s\n", i,
+ (stored_player[i].present ? "present" : "not present"));
+#endif
+
+ /* check if any connected player was not found in playfield */
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+
+ if (player->connected && !player->present)
+ {
+ struct PlayerInfo *field_player = NULL;
+
+#if 0
+ printf("::: looking for field player for player %d ...\n", i);
+#endif
+
+ /* assign first free player found that is present in the playfield */
+
+ /* first try: look for unmapped playfield player that is not connected */
+ if (field_player == NULL)
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (stored_player[j].present &&
+ !stored_player[j].mapped &&
+ !stored_player[j].connected)
+ field_player = &stored_player[j];
+
+ /* second try: look for *any* unmapped playfield player */
+ if (field_player == NULL)
+ for (j = 0; j < MAX_PLAYERS; j++)
+ if (stored_player[j].present &&
+ !stored_player[j].mapped)
+ field_player = &stored_player[j];
+
+ if (field_player != NULL)
+ {
+ int jx = field_player->jx, jy = field_player->jy;
+
+#if 0
+ printf("::: found player figure %d\n", field_player->index_nr);
+#endif
+
+ player->present = FALSE;
+ player->active = FALSE;
+
+ field_player->present = TRUE;
+ field_player->active = TRUE;
+
+ /*
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
+
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
+ */
+
+ StorePlayer[jx][jy] = field_player->element_nr;
+
+ field_player->jx = field_player->last_jx = jx;
+ field_player->jy = field_player->last_jy = jy;
+
+ if (local_player == player)
+ local_player = field_player;
+
+ map_player_action[field_player->index_nr] = i;
+
+ field_player->mapped = TRUE;
+
+#if 0
+ printf("::: map_player_action[%d] == %d\n",
+ field_player->index_nr, i);
+#endif
+ }
+ }
+
+ if (player->connected && player->present)
+ player->mapped = TRUE;
+ }
+
+#else
+
/* check if any connected player was not found in playfield */
for (i = 0; i < MAX_PLAYERS; i++)
{
{
for (j = 0; j < MAX_PLAYERS; j++)
{
- struct PlayerInfo *some_player = &stored_player[j];
- int jx = some_player->jx, jy = some_player->jy;
+ struct PlayerInfo *field_player = &stored_player[j];
+ int jx = field_player->jx, jy = field_player->jy;
/* assign first free player found that is present in the playfield */
- if (some_player->present && !some_player->connected)
+ if (field_player->present && !field_player->connected)
{
player->present = TRUE;
player->active = TRUE;
- some_player->present = FALSE;
- some_player->active = FALSE;
+ field_player->present = FALSE;
+ field_player->active = FALSE;
- player->artwork_element = some_player->artwork_element;
+ player->initial_element = field_player->initial_element;
+ player->artwork_element = field_player->artwork_element;
- player->block_last_field = some_player->block_last_field;
- player->block_delay_adjustment = some_player->block_delay_adjustment;
+ player->block_last_field = field_player->block_last_field;
+ player->block_delay_adjustment = field_player->block_delay_adjustment;
StorePlayer[jx][jy] = player->element_nr;
+
player->jx = player->last_jx = jx;
player->jy = player->last_jy = jy;
}
}
}
+#endif
+
+#if 0
+ printf("::: local_player->present == %d\n", local_player->present);
+#endif
if (tape.playing)
{
/* when playing a tape, eliminate all players who do not participate */
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ if (stored_player[i].active &&
+ !tape.player_participates[map_player_action[i]])
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int jx = player->jx, jy = player->jy;
+
+ player->active = FALSE;
+ StorePlayer[jx][jy] = 0;
+ Feld[jx][jy] = EL_EMPTY;
+ }
+ }
+#else
for (i = 0; i < MAX_PLAYERS; i++)
{
- if (stored_player[i].active && !tape.player_participates[i])
+ if (stored_player[i].active &&
+ !tape.player_participates[i])
{
struct PlayerInfo *player = &stored_player[i];
int jx = player->jx, jy = player->jy;
Feld[jx][jy] = EL_EMPTY;
}
}
+#endif
}
else if (!options.network && !setup.team_mode) /* && !tape.playing */
{
/* when recording the game, store which players take part in the game */
if (tape.recording)
{
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ for (i = 0; i < MAX_PLAYERS; i++)
+ if (stored_player[i].connected)
+ tape.player_participates[i] = TRUE;
+#else
for (i = 0; i < MAX_PLAYERS; i++)
if (stored_player[i].active)
tape.player_participates[i] = TRUE;
+#endif
}
if (options.debug)
/* blit playfield from scroll buffer to normal back buffer for fading in */
BlitScreenToBitmap_EM(backbuffer);
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ InitGameEngine_SP();
+
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap_SP(backbuffer);
+ }
else
{
DrawLevel();
GfxElement[x][y] = EL_UNDEFINED;
GfxAction[x][y] = ACTION_DEFAULT;
GfxDir[x][y] = MV_NONE;
+#if 0
+ /* !!! this would prevent the removed tile from being redrawn !!! */
GfxRedraw[x][y] = GFX_REDRAW_NONE;
+#endif
}
void RemoveMovingField(int x, int y)
if (quick_relocation)
{
- int offset = game.scroll_delay_value;
-
if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
{
if (!level.shifted_relocation || center_screen)
}
else
{
+#if 1
+ if (!level.shifted_relocation || center_screen)
+ {
+ /* quick relocation (without scrolling), with centering of screen */
+
+ scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
+ x > SBX_Right + MIDPOSX ? SBX_Right :
+ x - MIDPOSX);
+
+ scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ y - MIDPOSY);
+ }
+ else
+ {
+ /* quick relocation (without scrolling), but do not center screen */
+
+ int center_scroll_x = (old_x < SBX_Left + MIDPOSX ? SBX_Left :
+ old_x > SBX_Right + MIDPOSX ? SBX_Right :
+ old_x - MIDPOSX);
+
+ int center_scroll_y = (old_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ old_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ old_y - MIDPOSY);
+
+ int offset_x = x + (scroll_x - center_scroll_x);
+ int offset_y = y + (scroll_y - center_scroll_y);
+
+ scroll_x = (offset_x < SBX_Left + MIDPOSX ? SBX_Left :
+ offset_x > SBX_Right + MIDPOSX ? SBX_Right :
+ offset_x - MIDPOSX);
+
+ scroll_y = (offset_y < SBY_Upper + MIDPOSY ? SBY_Upper :
+ offset_y > SBY_Lower + MIDPOSY ? SBY_Lower :
+ offset_y - MIDPOSY);
+ }
+#else
/* quick relocation (without scrolling), inside visible screen area */
+ int offset = game.scroll_delay_value;
+
if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
(move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
/* don't scroll over playfield boundaries */
if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
+#endif
}
RedrawPlayfield(TRUE, 0,0,0,0);
Feld[jx][jy] = el_player;
InitPlayerField(jx, jy, el_player, TRUE);
+ /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
+ possible that the relocation target field did not contain a player element,
+ but a walkable element, to which the new player was relocated -- in this
+ case, restore that (already initialized!) element on the player field */
if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
{
- Feld[jx][jy] = element;
+ Feld[jx][jy] = element; /* restore previously existing element */
+#if 0
+ /* !!! do not initialize already initialized element a second time !!! */
+ /* (this causes at least problems with "element creation" CE trigger for
+ already existing elements, and existing Sokoban fields counted twice) */
InitField(jx, jy, FALSE);
+#endif
}
/* only visually relocate centered player */
CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
+
+#if 1
+ if (player->is_switching)
+ {
+ /* ensure that relocation while still switching an element does not cause
+ a new element to be treated as also switched directly after relocation
+ (this is important for teleporter switches that teleport the player to
+ a place where another teleporter switch is in the same direction, which
+ would then incorrectly be treated as immediately switched before the
+ direction key that caused the switch was released) */
+
+ player->switch_x += jx - old_jx;
+ player->switch_y += jy - old_jy;
+ }
+#endif
}
void Explode(int ex, int ey, int phase, int mode)
TestIfElementTouchesCustomElement(x, y);
if (GFX_CRUMBLED(element))
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
StorePlayer[x][y] = 0;
int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
if (phase == delay)
- TEST_DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
{
{
struct PlayerInfo *player = PLAYERINFO(x, y);
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ element = Feld[x][y] = player->initial_element;
+#else
element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
player->element_nr);
+#endif
if (level.use_explosion_element[player->index_nr])
{
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
/* uncrumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
element == EL_INVISIBLE_WALL_ACTIVE ||
/* re-crumble neighbour fields, if needed */
if (element == EL_INVISIBLE_SAND)
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
}
}
element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
IS_EMC_GATE_GRAY(element) ?
element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
+ IS_DC_GATE_GRAY(element) ?
+ EL_DC_GATE_WHITE_GRAY_ACTIVE :
element);
TEST_DrawLevelField(x, y);
}
element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
IS_EMC_GATE_GRAY_ACTIVE(element) ?
element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
+ IS_DC_GATE_GRAY_ACTIVE(element) ?
+ EL_DC_GATE_WHITE_GRAY :
element);
TEST_DrawLevelField(x, y);
}
if (IN_SCR_FIELD(sx, sy))
{
- TEST_DrawLevelFieldCrumbledSand(xx, yy);
+ TEST_DrawLevelFieldCrumbled(xx, yy);
DrawGraphic(sx, sy, flame_graphic, frame);
}
}
{
Feld[x][y] = EL_SAND;
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
else if (element == EL_QUICKSAND_FILLING)
{
InitField(x, y, FALSE);
if (GFX_CRUMBLED(Feld[x][y]))
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
if (ELEM_IS_PLAYER(move_leave_element))
RelocatePlayer(x, y, move_leave_element);
else if (element == EL_PENGUIN)
TestIfFriendTouchesBadThing(newx, newy);
+ if (DONT_GET_HIT_BY(element))
+ {
+ TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
+ }
+
/* give the player one last chance (one more frame) to move away */
if (CAN_FALL(element) && direction == MV_DOWN &&
(last_line || (!IS_FREE(x, newy + 1) &&
/* if new animation frame was drawn, correct crumbled sand border */
if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
- TEST_DrawLevelFieldCrumbledSand(x, y);
+ TEST_DrawLevelFieldCrumbled(x, y);
}
static int getSpecialActionElement(int element, int number, int base_element)
int action_type = change->action_type;
int action_mode = change->action_mode;
int action_arg = change->action_arg;
+ int action_element = change->action_element;
int i;
if (!change->has_action)
(level.time > 0 ? TimeLeft :
TimePlayed);
- int action_arg_element =
+ int action_arg_element_raw =
(action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
+ action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
+ action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
+ action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
EL_EMPTY);
+ int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
+
+#if 0
+ if (action_arg_element_raw == EL_GROUP_START)
+ printf("::: %d,%d: %d ('%s')\n", x, y, element, EL_NAME(element));
+#endif
int action_arg_direction =
(action_arg >= CA_ARG_DIRECTION_LEFT &&
action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
+ action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
+ action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
+ action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
-1);
int action_arg_number_old =
action_arg_number_min, action_arg_number_max);
#if 1
- int trigger_player_bits = change->actual_trigger_player_bits;
+ int trigger_player_bits =
+ (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
+ change->actual_trigger_player_bits : change->trigger_player);
#else
int trigger_player_bits =
(change->actual_trigger_player >= EL_PLAYER_1 &&
(action_arg >= CA_ARG_PLAYER_1 &&
action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
+ action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
PLAYER_BITS_ANY);
/* ---------- execute action -------------------------------------------- */
break;
}
+ case CA_SET_LEVEL_RANDOM_SEED:
+ {
+#if 1
+ /* ensure that setting a new random seed while playing is predictable */
+ InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
+#else
+ InitRND(action_arg_number_new);
+#endif
+
+#if 0
+ printf("::: %d -> %d\n", action_arg_number_new, RND(10));
+#endif
+
+#if 0
+ {
+ int i;
+
+ printf("::: ");
+ for (i = 0; i < 9; i++)
+ printf("%d, ", RND(2));
+ printf("\n");
+ }
+#endif
+
+ break;
+ }
+
/* ---------- player actions ------------------------------------------ */
case CA_MOVE_PLAYER:
case CA_SET_PLAYER_SPEED:
{
+#if 0
+ printf("::: trigger_player_bits == %d\n", trigger_player_bits);
+#endif
+
for (i = 0; i < MAX_PLAYERS; i++)
{
if (trigger_player_bits & (1 << i))
break;
}
+ case CA_SET_PLAYER_INVENTORY:
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ struct PlayerInfo *player = &stored_player[i];
+ int j, k;
+
+ if (trigger_player_bits & (1 << i))
+ {
+ int inventory_element = action_arg_element;
+
+ if (action_arg == CA_ARG_ELEMENT_TARGET ||
+ action_arg == CA_ARG_ELEMENT_TRIGGER ||
+ action_arg == CA_ARG_ELEMENT_ACTION)
+ {
+ int element = inventory_element;
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
+ action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
+ action_arg == CA_ARG_INVENTORY_RM_ACTION)
+ {
+ if (player->inventory_infinite_element != EL_UNDEFINED &&
+ IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
+ action_arg_element_raw))
+ player->inventory_infinite_element = EL_UNDEFINED;
+
+ for (k = 0, j = 0; j < player->inventory_size; j++)
+ {
+ if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
+ action_arg_element_raw))
+ player->inventory_element[k++] = player->inventory_element[j];
+ }
+
+ player->inventory_size = k;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
+ {
+ if (player->inventory_size > 0)
+ {
+ for (j = 0; j < player->inventory_size - 1; j++)
+ player->inventory_element[j] = player->inventory_element[j + 1];
+
+ player->inventory_size--;
+ }
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
+ {
+ if (player->inventory_size > 0)
+ player->inventory_size--;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+ }
+ else if (action_arg == CA_ARG_INVENTORY_RESET)
+ {
+ player->inventory_infinite_element = EL_UNDEFINED;
+ player->inventory_size = 0;
+
+ if (level.use_initial_inventory[i])
+ {
+ for (j = 0; j < level.initial_inventory_size[i]; j++)
+ {
+ int element = level.initial_inventory_content[i][j];
+ int collect_count = element_info[element].collect_count_initial;
+
+ if (!IS_CUSTOM_ELEMENT(element))
+ collect_count = 1;
+
+ if (collect_count == 0)
+ player->inventory_infinite_element = element;
+ else
+ for (k = 0; k < collect_count; k++)
+ if (player->inventory_size < MAX_INVENTORY_SIZE)
+ player->inventory_element[player->inventory_size++] =
+ element;
+ }
+ }
+ }
+ }
+ }
+
+ break;
+ }
+
/* ---------- CE actions ---------------------------------------------- */
case CA_SET_CE_VALUE:
break;
}
+ case CA_SET_CE_ARTWORK:
+ {
+ int artwork_element = action_arg_element;
+ boolean reset_frame = FALSE;
+ int xx, yy;
+
+ if (action_arg == CA_ARG_ELEMENT_RESET)
+ artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
+ element);
+
+ if (ei->gfx_element != artwork_element)
+ reset_frame = TRUE;
+
+ ei->gfx_element = artwork_element;
+
+ SCAN_PLAYFIELD(xx, yy)
+ {
+ if (Feld[xx][yy] == element)
+ {
+ if (reset_frame)
+ {
+ ResetGfxAnimation(xx, yy);
+ ResetRandomAnimationValue(xx, yy);
+ }
+
+ TEST_DrawLevelField(xx, yy);
+ }
+ }
+
+ break;
+ }
+
/* ---------- engine actions ------------------------------------------ */
case CA_SET_ENGINE_SCAN_MODE:
TEST_DrawLevelField(x, y);
if (GFX_CRUMBLED(new_element))
- TEST_DrawLevelFieldCrumbledSandNeighbours(x, y);
+ TEST_DrawLevelFieldCrumbledNeighbours(x, y);
}
#if 1
{
/* reset actual trigger element, trigger player and action element */
change->actual_trigger_element = EL_EMPTY;
- change->actual_trigger_player = EL_PLAYER_1;
- change->actual_trigger_player_bits = CH_PLAYER_1;
+ change->actual_trigger_player = EL_EMPTY;
+ change->actual_trigger_player_bits = CH_PLAYER_NONE;
change->actual_trigger_side = CH_SIDE_NONE;
change->actual_trigger_ce_value = 0;
change->actual_trigger_ce_score = 0;
int element = MovingOrBlocked2Element(x, y);
struct ElementInfo *ei = &element_info[element];
struct ElementChangeInfo *change = &ei->change_page[page];
+ boolean handle_action_before_change = FALSE;
#ifdef DEBUG
if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
return;
}
+#if 1
+ /* special case: set new level random seed before changing element */
+ if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
+ handle_action_before_change = TRUE;
+
+ if (change->has_action && handle_action_before_change)
+ ExecuteCustomElementAction(x, y, element, page);
+#endif
+
if (change->can_change)
{
if (ChangeElement(x, y, element, page))
}
}
- if (change->has_action)
+ if (change->has_action && !handle_action_before_change)
ExecuteCustomElementAction(x, y, element, page);
}
}
change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d\n",
+ element, EL_NAME(element), p);
+#endif
+
if ((change->can_change && !change_done) || change->has_action)
{
int x, y;
{
if (change->can_change && !change_done)
{
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+#endif
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- CHANGE\n",
+ element, EL_NAME(element), p);
+#endif
+
ChangeDelay[x][y] = 1;
ChangeEvent[x][y] = trigger_event;
#if USE_NEW_DELAYED_ACTION
else if (change->has_action)
{
+#if USE_FIX_NO_ACTION_AFTER_CHANGE
+ /* if element already changed in this frame, not only prevent
+ another element change (checked in ChangeElement()), but
+ also prevent additional element actions for this element */
+
+ if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
+ !level.use_action_after_change_bug)
+ continue;
+#endif
+
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- ACTION\n",
+ element, EL_NAME(element), p);
+#endif
+
ExecuteCustomElementAction(x, y, element, p);
PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
}
{
change_done = TRUE;
change_done_any = TRUE;
+
+#if 0
+ printf("::: TRIGGERED CHANGE FOUND: %d ['%s'], %d -- DONE\n",
+ element, EL_NAME(element), p);
+#endif
+
}
}
}
RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
+#if 0
+ printf("::: X: trigger_player_bits == %d\n", trigger_player);
+#endif
+
for (p = 0; p < element_info[element].num_change_pages; p++)
{
struct ElementChangeInfo *change = &element_info[element].change_page[p];
}
}
+static void CheckSingleStepMode(struct PlayerInfo *player)
+{
+ if (tape.single_step && tape.recording && !tape.pausing)
+ {
+ /* as it is called "single step mode", just return to pause mode when the
+ player stopped moving after one tile (or never starts moving at all) */
+ if (!player->is_moving && !player->is_pushing)
+ {
+ TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
+ SnapField(player, 0, 0); /* stop snapping */
+ }
+ }
+}
+
static byte PlayerActions(struct PlayerInfo *player, byte player_action)
{
boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
moved = MovePlayer(player, dx, dy);
}
- if (tape.single_step && tape.recording && !tape.pausing)
- {
- if (button1 || (dropped && !moved))
- {
- TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
- SnapField(player, 0, 0); /* stop snapping */
- }
- }
+ CheckSingleStepMode(player);
SetPlayerWaiting(player, FALSE);
player->is_dropping_pressed = FALSE;
player->drop_pressed_delay = 0;
+ CheckSingleStepMode(player);
+
return 0;
}
}
{
int i;
+ /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
level.native_em_level->ply[3]->alive == 0) /* all dead */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_sp.GameOver = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (TimeFrames >= FRAMES_PER_SECOND)
{
}
if (game.restart_level)
- StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
+ StartGameActions(options.network, setup.autorecord, level.random_seed);
+ /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
if (level.native_em_level->lev->home == 0) /* all players at home */
level.native_em_level->ply[3]->alive == 0) /* all dead */
AllPlayersGone = TRUE;
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ if (game_sp.LevelSolved &&
+ !game_sp.GameOver) /* game won */
+ {
+ PlayerWins(local_player);
+
+ game_sp.GameOver = TRUE;
+
+ AllPlayersGone = TRUE;
+ }
+
+ if (game_sp.GameOver) /* game lost */
+ AllPlayersGone = TRUE;
+ }
if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
GameWon();
if (tape.recording)
TapeRecordAction(tape_action);
+#if USE_NEW_PLAYER_ASSIGNMENTS
+ {
+ byte mapped_action[MAX_PLAYERS];
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ mapped_action[i] = stored_player[map_player_action[i]].effective_action;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ stored_player[i].effective_action = mapped_action[i];
+ }
+#endif
+
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
GameActions_EM_Main();
}
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ {
+ GameActions_SP_Main();
+ }
else
{
GameActions_RND();
AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
}
+void GameActions_SP_Main()
+{
+ byte effective_action[MAX_PLAYERS];
+ boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
+ int i;
+
+ for (i = 0; i < MAX_PLAYERS; i++)
+ effective_action[i] = stored_player[i].effective_action;
+
+ GameActions_SP(effective_action, warp_mode);
+
+ CheckLevelTime();
+
+ AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
+}
+
void GameActions_RND()
{
int magic_wall_x = 0, magic_wall_y = 0;
GfxRedraw[x][y] != GFX_REDRAW_NONE)
#endif
{
+ /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
+ !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
+
if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
DrawLevelField(x, y);
if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
- DrawLevelFieldCrumbledSand(x, y);
+ DrawLevelFieldCrumbled(x, y);
if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
- DrawLevelFieldCrumbledSandNeighbours(x, y);
+ DrawLevelFieldCrumbledNeighbours(x, y);
if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
DrawTwinkleOnField(x, y);
void ScrollLevel(int dx, int dy)
{
-#if 1
+#if 0
+ /* (directly solved in BlitBitmap() now) */
static Bitmap *bitmap_db_field2 = NULL;
int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
int x, y;
#else
- int i, x, y;
+ int x, y;
#endif
#if 0
return;
#endif
-#if 1
+#if 0
+ /* (directly solved in BlitBitmap() now) */
if (bitmap_db_field2 == NULL)
bitmap_db_field2 = CreateBitmap(FXSIZE, FYSIZE, DEFAULT_DEPTH);
if (Feld[jx][jy] == EL_EXIT_OPEN ||
Feld[jx][jy] == EL_EM_EXIT_OPEN ||
+#if 1
+ Feld[jx][jy] == EL_EM_EXIT_OPENING ||
+#endif
Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
+#if 1
+ Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
+#endif
Feld[jx][jy] == EL_SP_EXIT_OPEN ||
Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
{
CE_PLAYER_ENTERS_X,
player->index_bit, enter_side);
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
+ CE_MOVE_OF_X, move_direction);
+#else
CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
CE_MOVE_OF_X, move_direction);
+#endif
}
if (game.engine_version >= VERSION_IDENT(3,0,7,0))
if (!IN_LEV_FIELD(xx, yy))
continue;
- if (IS_PLAYER(x, y))
+ if (IS_PLAYER(x, y)) /* player found at center element */
{
struct PlayerInfo *player = PLAYERINFO(x, y);
CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(x, y)->initial_element;
+
+ CheckElementChangeBySide(xx, yy, border_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
+#endif
}
- else if (IS_PLAYER(xx, yy))
+ else if (IS_PLAYER(xx, yy)) /* player found at border element */
{
struct PlayerInfo *player = PLAYERINFO(xx, yy);
CheckTriggeredElementChangeByPlayer(x, y, center_element,
CE_PLAYER_TOUCHES_X,
player->index_bit, center_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, center_side);
+ }
+#endif
+
break;
}
}
/* check for change of border element */
CheckElementChangeBySide(xx, yy, border_element, center_element,
CE_TOUCHING_X, center_side);
+
+ /* (center element cannot be player, so we dont have to check this here) */
}
for (i = 0; i < NUM_DIRECTIONS; i++)
{
+ int xx = x + xy[i][0];
+ int yy = y + xy[i][1];
int border_side = trigger_sides[i][1];
int border_element = border_element_old[i];
change_center_element =
CheckElementChangeBySide(x, y, center_element, border_element,
CE_TOUCHING_X, border_side);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ if (IS_PLAYER(xx, yy))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(xx, yy)->initial_element;
+
+ CheckElementChangeBySide(x, y, center_element, player_element,
+ CE_TOUCHING_X, border_side);
+ }
+#endif
}
}
CheckElementChangeBySide(x, y, hitting_element, touched_element,
CE_HITTING_X, touched_side);
- CheckElementChangeBySide(hitx, hity, touched_element,
- hitting_element, CE_HIT_BY_X, hitting_side);
+ CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
+ CE_HIT_BY_X, hitting_side);
CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
CE_HIT_BY_SOMETHING, opposite_direction);
+
+#if USE_FIX_CE_ACTION_WITH_PLAYER
+ if (IS_PLAYER(hitx, hity))
+ {
+ /* use player element that is initially defined in the level playfield,
+ not the player element that corresponds to the runtime player number
+ (example: a level that contains EL_PLAYER_3 as the only player would
+ incorrectly give EL_PLAYER_1 for "player->element_nr") */
+ int player_element = PLAYERINFO(hitx, hity)->initial_element;
+
+ CheckElementChangeBySide(x, y, hitting_element, player_element,
+ CE_HITTING_X, touched_side);
+ }
+#endif
}
}
test_x = bad_x + test_xy[i][0];
test_y = bad_y + test_xy[i][1];
+
if (!IN_LEV_FIELD(test_x, test_y))
continue;
kill_x = test_x;
kill_y = test_y;
+
break;
}
else if (test_element == EL_PENGUIN)
{
kill_x = test_x;
kill_y = test_y;
+
break;
}
}
}
}
+void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
+{
+ int bad_element = Feld[bad_x][bad_y];
+ int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
+ int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
+ int test_x = bad_x + dx, test_y = bad_y + dy;
+ int test_move_dir, test_element;
+ int kill_x = -1, kill_y = -1;
+
+ if (!IN_LEV_FIELD(test_x, test_y))
+ return;
+
+ test_move_dir =
+ (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
+
+ test_element = Feld[test_x][test_y];
+
+ if (test_move_dir != bad_move_dir)
+ {
+ /* good thing can be player or penguin that does not move away */
+ if (IS_PLAYER(test_x, test_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
+
+ /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
+ player as being hit when he is moving towards the bad thing, because
+ the "get hit by" condition would be lost after the player stops) */
+ if (player->MovPos != 0 && player->MovDir == bad_move_dir)
+ return; /* player moves away from bad thing */
+
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ else if (test_element == EL_PENGUIN)
+ {
+ kill_x = test_x;
+ kill_y = test_y;
+ }
+ }
+
+ if (kill_x != -1 || kill_y != -1)
+ {
+ if (IS_PLAYER(kill_x, kill_y))
+ {
+ struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
+
+ if (player->shield_deadly_time_left > 0 &&
+ !IS_INDESTRUCTIBLE(bad_element))
+ Bang(bad_x, bad_y);
+ else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
+ KillPlayer(player);
+ }
+ else
+ Bang(kill_x, kill_y);
+ }
+}
+
void TestIfPlayerTouchesBadThing(int x, int y)
{
TestIfGoodThingHitsBadThing(x, y, MV_NONE);
if (!player->active)
return;
+#if 0
+ printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
/* the following code was introduced to prevent an infinite loop when calling
-> Bang()
-> CheckTriggeredElementChangeExt()
player->shield_normal_time_left = 0;
player->shield_deadly_time_left = 0;
+#if 0
+ printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
Bang(jx, jy);
+
+#if 0
+ printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
+ player->killed, player->active, player->reanimated);
+#endif
+
+#if USE_PLAYER_REANIMATION
+#if 1
+ if (player->reanimated) /* killed player may have been reanimated */
+ player->killed = player->reanimated = FALSE;
+ else
+ BuryPlayer(player);
+#else
+ if (player->killed) /* player may have been reanimated */
+ BuryPlayer(player);
+#endif
+#else
BuryPlayer(player);
+#endif
}
static void KillPlayerUnlessEnemyProtected(int x, int y)
}
else if (element == EL_EXIT_OPEN ||
element == EL_EM_EXIT_OPEN ||
+#if 1
+ element == EL_EM_EXIT_OPENING ||
+#endif
element == EL_STEEL_EXIT_OPEN ||
element == EL_EM_STEEL_EXIT_OPEN ||
+#if 1
+ element == EL_EM_STEEL_EXIT_OPENING ||
+#endif
element == EL_SP_EXIT_OPEN ||
element == EL_SP_EXIT_OPENING)
{
PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
ACTION_FILLING);
+#if 1
+ if (local_player->sokobanfields_still_needed == 0 &&
+ (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
+#else
if (local_player->sokobanfields_still_needed == 0 &&
game.emulation == EMU_SOKOBAN)
+#endif
{
PlayerWins(player);
}
}
+void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
+{
+ int element = map_element_SP_to_RND(element_sp);
+ int action = map_action_SP_to_RND(action_sp);
+ int offset = (setup.sp_show_border_elements ? 0 : 1);
+ int x = xx - offset;
+ int y = yy - offset;
+
+#if 0
+ printf("::: %d -> %d\n", element_sp, action_sp);
+#endif
+
+ PlayLevelSoundElementAction(x, y, element, action);
+}
+
#if 0
void ChangeTime(int value)
{
/* game engine snapshot handling functions */
/* ------------------------------------------------------------------------- */
-#define ARGS_ADDRESS_AND_SIZEOF(x) (&(x)), (sizeof(x))
-
struct EngineSnapshotInfo
{
/* runtime values for custom element collect score */
int choice_pos[NUM_GROUP_ELEMENTS];
/* runtime values for belt position animations */
- int belt_graphic[4 * NUM_BELT_PARTS];
- int belt_anim_mode[4 * NUM_BELT_PARTS];
-};
-
-struct EngineSnapshotNodeInfo
-{
- void *buffer_orig;
- void *buffer_copy;
- int size;
+ int belt_graphic[4][NUM_BELT_PARTS];
+ int belt_anim_mode[4][NUM_BELT_PARTS];
};
static struct EngineSnapshotInfo engine_snapshot_rnd;
-static ListNode *engine_snapshot_list = NULL;
static char *snapshot_level_identifier = NULL;
static int snapshot_level_nr = -1;
-void FreeEngineSnapshot()
-{
- while (engine_snapshot_list != NULL)
- deleteNodeFromList(&engine_snapshot_list, engine_snapshot_list->key,
- checked_free);
-
- setString(&snapshot_level_identifier, NULL);
- snapshot_level_nr = -1;
-}
-
static void SaveEngineSnapshotValues_RND()
{
static int belt_base_active_element[4] =
int graphic = el2img(element);
int anim_mode = graphic_info[graphic].anim_mode;
- engine_snapshot_rnd.belt_graphic[i * 4 + j] = graphic;
- engine_snapshot_rnd.belt_anim_mode[i * 4 + j] = anim_mode;
+ engine_snapshot_rnd.belt_graphic[i][j] = graphic;
+ engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
}
}
}
{
for (j = 0; j < NUM_BELT_PARTS; j++)
{
- int graphic = engine_snapshot_rnd.belt_graphic[i * 4 + j];
- int anim_mode = engine_snapshot_rnd.belt_anim_mode[i * 4 + j];
+ int graphic = engine_snapshot_rnd.belt_graphic[i][j];
+ int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
graphic_info[graphic].anim_mode = anim_mode;
}
}
}
-static void SaveEngineSnapshotBuffer(void *buffer, int size)
-{
- struct EngineSnapshotNodeInfo *bi =
- checked_calloc(sizeof(struct EngineSnapshotNodeInfo));
-
- bi->buffer_orig = buffer;
- bi->buffer_copy = checked_malloc(size);
- bi->size = size;
-
- memcpy(bi->buffer_copy, buffer, size);
-
- addNodeToList(&engine_snapshot_list, NULL, bi);
-}
-
void SaveEngineSnapshot()
{
- FreeEngineSnapshot(); /* free previous snapshot, if needed */
-
- if (level_editor_test_game) /* do not save snapshots from editor */
+ /* do not save snapshots from editor */
+ if (level_editor_test_game)
return;
+ /* free previous snapshot buffers, if needed */
+ FreeEngineSnapshotBuffers();
+
/* copy some special values to a structure better suited for the snapshot */
SaveEngineSnapshotValues_RND();
SaveEngineSnapshotValues_EM();
+ SaveEngineSnapshotValues_SP();
/* save values stored in special snapshot structure */
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
+ SaveEngineSnapshotBuffer(ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
/* save further RND engine values */
snapshot_level_nr = level_nr;
#if 0
- ListNode *node = engine_snapshot_list;
+ ListNode *node = engine_snapshot_list_rnd;
int num_bytes = 0;
while (node != NULL)
#endif
}
-static void LoadEngineSnapshotBuffer(struct EngineSnapshotNodeInfo *bi)
-{
- memcpy(bi->buffer_orig, bi->buffer_copy, bi->size);
-}
-
void LoadEngineSnapshot()
{
- ListNode *node = engine_snapshot_list;
+ /* restore generically stored snapshot buffers */
- if (engine_snapshot_list == NULL)
- return;
-
- while (node != NULL)
- {
- LoadEngineSnapshotBuffer((struct EngineSnapshotNodeInfo *)node->content);
-
- node = node->next;
- }
+ LoadEngineSnapshotBuffers();
/* restore special values from snapshot structure */
LoadEngineSnapshotValues_RND();
LoadEngineSnapshotValues_EM();
+ LoadEngineSnapshotValues_SP();
}
boolean CheckEngineSnapshot()
/* ---------- new game button stuff ---------------------------------------- */
-/* graphic position values for game buttons */
-#define GAME_BUTTON_XSIZE 30
-#define GAME_BUTTON_YSIZE 30
-#define GAME_BUTTON_XPOS 5
-#define GAME_BUTTON_YPOS 215
-#define SOUND_BUTTON_XPOS 5
-#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
-
-#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
-#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
-
static struct
{
- int *x, *y;
- int gd_x, gd_y;
+ int graphic;
+ struct Rect *pos;
int gadget_id;
char *infotext;
} gamebutton_info[NUM_GAME_BUTTONS] =
{
-#if 1
{
- &game.button.stop.x, &game.button.stop.y,
- GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_STOP,
- "stop game"
+ IMG_GAME_BUTTON_GFX_STOP, &game.button.stop,
+ GAME_CTRL_ID_STOP, "stop game"
},
{
- &game.button.pause.x, &game.button.pause.y,
- GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PAUSE,
- "pause game"
+ IMG_GAME_BUTTON_GFX_PAUSE, &game.button.pause,
+ GAME_CTRL_ID_PAUSE, "pause game"
},
{
- &game.button.play.x, &game.button.play.y,
- GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PLAY,
- "play game"
+ IMG_GAME_BUTTON_GFX_PLAY, &game.button.play,
+ GAME_CTRL_ID_PLAY, "play game"
},
{
- &game.button.sound_music.x, &game.button.sound_music.y,
- SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_MUSIC,
- "background music on/off"
+ IMG_GAME_BUTTON_GFX_SOUND_MUSIC, &game.button.sound_music,
+ SOUND_CTRL_ID_MUSIC, "background music on/off"
},
{
- &game.button.sound_loops.x, &game.button.sound_loops.y,
- SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_LOOPS,
- "sound loops on/off"
+ IMG_GAME_BUTTON_GFX_SOUND_LOOPS, &game.button.sound_loops,
+ SOUND_CTRL_ID_LOOPS, "sound loops on/off"
},
{
- &game.button.sound_simple.x,&game.button.sound_simple.y,
- SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_SIMPLE,
- "normal sounds on/off"
+ IMG_GAME_BUTTON_GFX_SOUND_SIMPLE, &game.button.sound_simple,
+ SOUND_CTRL_ID_SIMPLE, "normal sounds on/off"
}
-#else
- {
- GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_STOP,
- "stop game"
- },
- {
- GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PAUSE,
- "pause game"
- },
- {
- GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
- GAME_CTRL_ID_PLAY,
- "play game"
- },
- {
- SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_MUSIC,
- "background music on/off"
- },
- {
- SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_LOOPS,
- "sound loops on/off"
- },
- {
- SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
- SOUND_CTRL_ID_SIMPLE,
- "normal sounds on/off"
- }
-#endif
};
void CreateGameButtons()
for (i = 0; i < NUM_GAME_BUTTONS; i++)
{
- Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
+ struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
+ struct Rect *pos = gamebutton_info[i].pos;
struct GadgetInfo *gi;
int button_type;
boolean checked;
unsigned long event_mask;
- int x, y;
- int gd_xoffset, gd_yoffset;
- int gd_x1, gd_x2, gd_y1, gd_y2;
+ int gd_x = gfx->src_x;
+ int gd_y = gfx->src_y;
+ int gd_xp = gfx->src_x + gfx->pressed_xoffset;
+ int gd_yp = gfx->src_y + gfx->pressed_yoffset;
+ int gd_xa = gfx->src_x + gfx->active_xoffset;
+ int gd_ya = gfx->src_y + gfx->active_yoffset;
+ int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
+ int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
int id = i;
- x = DX + *gamebutton_info[i].x;
- y = DY + *gamebutton_info[i].y;
- gd_xoffset = gamebutton_info[i].gd_x;
- gd_yoffset = gamebutton_info[i].gd_y;
- gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
- gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
-
if (id == GAME_CTRL_ID_STOP ||
id == GAME_CTRL_ID_PAUSE ||
id == GAME_CTRL_ID_PLAY)
button_type = GD_TYPE_NORMAL_BUTTON;
checked = FALSE;
event_mask = GD_EVENT_RELEASED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
else
{
(id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
(id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
event_mask = GD_EVENT_PRESSED;
- gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
- gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
}
gi = CreateGadget(GDI_CUSTOM_ID, id,
GDI_INFO_TEXT, gamebutton_info[i].infotext,
-#if 1
- GDI_X, x,
- GDI_Y, y,
-#else
- GDI_X, DX + gd_xoffset,
- GDI_Y, DY + gd_yoffset,
-#endif
- GDI_WIDTH, GAME_BUTTON_XSIZE,
- GDI_HEIGHT, GAME_BUTTON_YSIZE,
+ GDI_X, DX + pos->x,
+ GDI_Y, DY + pos->y,
+ GDI_WIDTH, gfx->width,
+ GDI_HEIGHT, gfx->height,
GDI_TYPE, button_type,
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_CHECKED, checked,
- GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
- GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
- GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
- GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+ GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+ GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+ GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
+ GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
GDI_DIRECT_DRAW, FALSE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleGameButtons,
RedrawGadget(game_gadget[i]);
}
-static void HandleGameButtons(struct GadgetInfo *gi)
+static void HandleGameButtonsExt(int id)
{
- int id = gi->custom_id;
-
if (game_status != GAME_MODE_PLAYING)
return;
if (setup.sound_music)
{
setup.sound_music = FALSE;
+
FadeMusic();
}
else if (audio.music_available)
else if (audio.loops_available)
{
setup.sound = setup.sound_loops = TRUE;
+
SetAudioMode(setup.sound);
}
break;
else if (audio.sound_available)
{
setup.sound = setup.sound_simple = TRUE;
+
SetAudioMode(setup.sound);
}
break;
break;
}
}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ HandleGameButtonsExt(gi->custom_id);
+}
+
+void HandleSoundButtonKeys(Key key)
+{
+#if 1
+ if (key == setup.shortcut.sound_simple)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_loops)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
+ else if (key == setup.shortcut.sound_music)
+ ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);
+#else
+ if (key == setup.shortcut.sound_simple)
+ HandleGameButtonsExt(SOUND_CTRL_ID_SIMPLE);
+ else if (key == setup.shortcut.sound_loops)
+ HandleGameButtonsExt(SOUND_CTRL_ID_LOOPS);
+ else if (key == setup.shortcut.sound_music)
+ HandleGameButtonsExt(SOUND_CTRL_ID_MUSIC);
+#endif
+}